miércoles, 17 de septiembre de 2014

Thevignettingis a technique which simulates a kind ofeffect caused by traditional cameralens on its pictures. It consists of thecorners of the imageappear dimmed. Digital camerasmimicsthis effect to givean artistic touchto the photo.

After that I have used a Blur node to create a gradient between the white and black parts of my mask. In my tests I have used the Fast Gaussian method of the node, but for your final version you can use other methods, which are slower but produce better results.

We can change the black border by a dark version of the render, as it ocurrs in photographic cameras. I have used a Hue Saturation Value node, increasing the Saturation parameter and decreasing the Value parameter. The Invert node is not needed here (you only have to change de image order in the Mix node), but if you want to test other mix modes like Overlay or Darken, it's needed using the Mix node on this way.

jueves, 14 de agosto de 2014

Hi everybody. Today I'm going to show you how to make a realistic plastic material like this:

Firstly, I recommend you to see this video tutorial about how to setup a SSS node in Cycles made by @pauljs75.

The overall setup of the yellow plastic is as follows:

I have used two SSS nodes to get my base SSS material. I have used the method explained in the video tutorial. The color of the SSS node is the base color of the shader. The color of the RGB node is the scattered color.

(I should have created a node group with this setup)

Also I have added a diffuse node to reduce the noise of my material.

Finally I have added some basic glossiness to my material

The red plastic is slightly different. Here you can see the node detail:

As the SSS materials are very noise, I strongly recommend you to use compositing and bilateral blur nodes to get a good render. You can find some video tutorials explaining this on CGCoockie:

In shaders which let light rays go inside the surface of objects, that is, Glass, Refraction, Translucent and SSS shaders, use a Value (in HSV format)near to 1.0. Otherwise you will get too opaque materials or with a very dark transparence.

I have mixed three Voronoi Textures to get the bumping of the material (see turquoise frame). I have used a Value node and two Math node with the Multiply option to centralize the scaling my textures. If the value of the Value node is changed, all the textures changes in the same proportion. By plugging these textures in Bump nodes and chaining them I get a kind of eroded surface.

Regarding the purple frame, I have used two of the Voronoi textures to find the holes on the surface and set a different color for them. They are the white spots of the coral.

The red frame is a simple material: a mixing of a diffuse and glossy shaders with fresnel factor. After that I have added it a Translucent shader. So the material absorbs some light.El recuadro rojo es un material simple: una mezcla de shaders difuso y de brillo, con un factor de mezcla fresnel. Después de eso le he añadido un shader translúcido. Así el material absorbe algo de luz.This is an abstract render which I did with this material (HD version here):

miércoles, 22 de enero de 2014

Its author, Victor Borges says that it is similar to other testing
scenes used with Mono software. I really like the color strips beside
the ball and the scene loads and renders faster than @Tuqueque's Blender
Ball. However I think it can be improved. I will continue making tests
and post them here in this article.